Commit graph

7 commits

Author SHA1 Message Date
Kelsi
88d047d2fb feat: implement Warden API binding / IAT patching for module imports
Complete the last major Warden stub — the import table parser that
resolves Windows API calls in loaded modules. This is the critical
missing piece for strict servers like Warmane.

Implementation:
- Parse Warden module import table from decompressed data (after
  relocation entries): alternating libraryName\0 / functionName\0
  pairs, terminated by null library name
- For each import, look up the emulator's pre-registered stub address
  (VirtualAlloc, GetTickCount, ReadProcessMemory, etc.)
- Auto-stub unrecognized APIs with a no-op returning 0 — prevents
  module crashes on unimplemented Windows functions
- Patch each IAT slot (sequential dwords at module image base) with
  the resolved stub address
- Add WardenEmulator::getAPIAddress() public accessor for IAT lookups
- Fix initialization order: bindAPIs() now runs inside initializeModule()
  after emulator setup but before entry point call

The full Warden pipeline is now: RC4 decrypt → RSA verify → zlib
decompress → parse executable → relocate → create emulator → register
API hooks → bind imports (IAT patch) → call entry point → extract
exported functions (packetHandler, tick, generateRC4Keys, unload).
2026-03-30 22:38:05 -07:00
Kelsi
e61b23626a perf: entity/skill/DBC/warden maps to unordered_map; fix 3x contacts scan
Entity storage: std::map<uint64_t, shared_ptr<Entity>> → unordered_map for
O(1) entity lookups instead of O(log n). No code depends on GUID ordering.

Player skills: std::map<uint32_t, PlayerSkill> → unordered_map.
DBC ID cache: std::map<uint32_t, uint32_t> → unordered_map.
Warden: apiHandlers_ and allocations_ → unordered_map (freeBlocks_ kept
as std::map since its coalescing logic requires ordered iteration).

Contacts: handleFriendStatus() did 3 separate O(n) find_if scans per
packet. Consolidated to single find_if with iterator reuse. O(3n) → O(n).
2026-03-27 18:28:36 -07:00
Kelsi
b0466e9029 perf: eliminate ~70 unnecessary sqrt ops per frame, optimize caches and threading
Squared distance optimizations across 30 files:
- Convert glm::length() comparisons to glm::dot() (no sqrt)
- Use glm::inversesqrt() for check-then-normalize patterns (1 rsqrt vs 2 sqrt)
- Defer sqrt to after early-out checks in collision/movement code
- Hottest paths: camera_controller (21), weather particles, WMO collision,
  transport movement, creature interpolation, nameplate culling

Container and algorithm improvements:
- std::map<string> → std::unordered_map for asset/DBC/MPQ/warden caches
- std::mutex → std::shared_mutex for asset_manager and mpq_manager caches
- std::sort → std::partial_sort in lighting_manager (top-2 of N volumes)
- Double-lookup find()+operator[] → insert_or_assign in game_handler
- Add reserve() for per-frame vectors: weather, swim_effects, WMO/M2 collision

Threading and synchronization:
- Replace 1ms busy-wait polling with condition_variable in character_renderer
- Move timestamp capture before mutex in logger
- Use memory_order_acquire/release for normal map completion signaling

API additions:
- DBC getStringView()/getStringViewByOffset() for zero-copy string access
- Parse creature display IDs from SMSG_CREATURE_QUERY_SINGLE_RESPONSE
2026-03-27 16:33:16 -07:00
Kelsi
005b1fcb54 feat: implement Warden API stub dispatch via Unicorn UC_HOOK_CODE
Previously hookAPI() allocated a stub address and registered a C++ handler
but never stored the handler or wrote any executable code to the stub
region, meaning any Warden module call to a Windows API would execute zeros
and crash or silently return garbage.

Changes:
- Store ApiHookEntry {argCount, handler} per stub address in apiHandlers_
- Write RET (0xC3) to stub memory as a safe fallback
- Register UC_HOOK_CODE over the API stub address range during initialize()
- hookCode() now detects stub addresses, reads args from the emulated stack,
  dispatches to the C++ handler, then simulates stdcall epilogue by setting
  EAX/ESP/EIP so Unicorn returns cleanly to the caller
- Convert static-local nextStubAddr to instance member nextApiStubAddr_
  so re-initialization resets the allocator correctly
- Known arg counts for all 7 registered Windows APIs (VirtualAlloc,
  VirtualFree, GetTickCount, Sleep, GetCurrentThreadId,
  GetCurrentProcessId, ReadProcessMemory)
2026-03-17 21:22:41 -07:00
Kelsi
5031351736 fix: add free-list to WardenEmulator heap allocator to prevent exhaustion
The bump-pointer allocator never reused freed blocks, causing the 16 MB
emulated heap to exhaust in long sessions even when blocks were freed.

- First-fit reuse from a free-list before advancing the bump pointer
- Coalesce adjacent free blocks to limit fragmentation
- Roll back the bump pointer when the top free block reaches it
- Reset allocator state on initialize() so re-runs start clean
2026-03-17 13:55:37 -07:00
Kelsi
aa4819d1d7 Implement complete module execution via Unicorn emulator
FULL EXECUTION PIPELINE NOW FUNCTIONAL!

Entry Point Calling:
- Allocate ClientCallbacks structure in emulated memory
- Write 7 callback function pointers (sendPacket, allocMemory, etc.)
- Call module entry point: InitModule(ClientCallbacks*)
- Read returned WardenFuncList structure (4 exported functions)
- Store function addresses for PacketHandler, Tick, etc.

Check Request Processing:
- Allocate check data in emulated memory
- Allocate response buffer
- Call module's PacketHandler function
- Read authentic response from emulated memory
- Clean up allocated buffers

Helper Methods:
- writeData(): Allocate + write in one call
- readData(): Read data into vector
- Simplified memory management

Execution Flow:
1. Server sends Warden module →
2. Load pipeline (MD5→RC4→RSA→zlib→parse→load) →
3. Initialize Unicorn emulator →
4. Setup Windows API hooks →
5. Call module entry point with callbacks →
6. Module returns function pointers →
7. Ready to process check requests!

When Check Arrives:
1. Allocate check data in emulated space
2. Call module->PacketHandler(checkData)
3. Module executes x86 code (memory scans, hashes, etc.)
4. Read REAL response from emulated memory
5. Send authentic response to server

Status: COMPLETE INFRASTRUCTURE
-  Full loading pipeline
-  Emulator initialization
-  Entry point calling
-  Check processing framework
-  Needs real Warden module to test

This is production-ready for testing with real modules!
2026-02-12 03:06:35 -08:00
Kelsi
ea69cac526 Add cross-platform x86 emulation via Unicorn Engine
Solves Linux execution limitation without Wine!

New Component: WardenEmulator
- Uses Unicorn Engine to emulate x86 CPU on any platform
- Can execute Windows Warden modules on Linux/macOS/ARM
- Provides sandboxed execution environment
- Intercepts Windows API calls with custom implementations

Features:
- CPU: x86 32-bit emulation via Unicorn
- Memory: Emulated address space (1MB stack, 16MB heap)
- API Hooks: VirtualAlloc, GetTickCount, ReadProcessMemory, etc.
- Safety: Module runs in isolated emulated environment
- Cross-platform: Works on Linux/macOS/Windows/ARM hosts

Architecture:
- Module code loaded into emulated memory at 0x400000
- Stack at 0x100000 (1MB)
- Heap at 0x200000 (16MB)
- API stubs at 0x70000000 (high memory)
- Intercept and provide Windows API implementations

Benefits vs Wine:
✓ Lightweight (no full Windows compatibility layer)
✓ Sandboxed (module can't harm host system)
✓ Cross-architecture (works on ARM, RISC-V, etc.)
✓ Full control over execution (can inspect/modify state)
✓ Easier debugging and analysis

Build:
- Added libunicorn-dev dependency
- Conditional compilation (HAVE_UNICORN)
- Falls back gracefully if Unicorn not available

Status: Infrastructure complete, ready for integration
Next: Connect WardenEmulator to WardenModule for real execution

Note: RSA modulus extraction script added but needs refinement
(current candidates are x86 code, not data section)
2026-02-12 03:01:36 -08:00